Oricorio Tech for Buzzwole

Oricorio Tech for Buzzwole-GX

In this post I’m going to cover the counter-tech that the latest iterations of Buzzwole/Lycanroc seems to be running and it is a good thing.

Counter Buzzwole Tech

So the latest tournament results are showing some interesting outcomes. Buzzwole is doing well – presumably beating down a lot of Zoroark-GX. However Zoroark has been fielding Mew-EX or (less-so recently) generations Mewtwo in order to hard counter Buzzwole. Mew-EX can use Riotous Beating hitting for weakness (240) for 1 DCE attachment, or alternatively it can also use First Impression from Golisopod-GX for 1 Grass, again hitting for 240 assuming it switched in.

Generations Mewtwo has more HP than Mew-EX but it’s attack is more dependant on them overloading their Buzzwole with energy. A Buzzwole with the full 3 energy will still only take 160 from Mewtwo (20+(20*3)) so you need a Choice Band or another damage buff (Kukui?) to ensure a knockout. A major benefit of Mewtwo is that it’s hard for Buzzwole to OHKO and that it only yields one prize, turning it into a 7 prize game.

The Answer

So what is the solution to all of this Psychic Bugspray? The unlikeliest of candidates seems to be Oricorio (Supernatural Dance).

Firstly it’s Psychic type so strong against Buzzwole, but cruically not weak to other Psychic types (by virtue of being a ghost type) – though ironically a Zoroark will destroy it easily.

While Supernatural Dance is used to counter Night March decks, for anti-Mew/two duty, Revelation Dance and a Choice Band are what we need. Since Buzzwole runs Brooklet Hill and other decks are sporting Parallel City, the stadium requirement is usually moot. 1 Energy is an irrelevance in a 13 energy deck so the only real ask is the Choice Band. I run 4 choice bands and 3 Float Stones although the winning deck run 3 Choice Bands and 4 Float Stones.

As well as anti-Mew/two duty, Oricorio is great against the mirror – in that it also counters Buzzwole – it has type advantage, low attack requirements, enough hitpoints that it can’t easily be OHKOed and vitally – it resists Fighting. Where a ‘baby’ Mew (50HP) gets OHKO by a Buzzwole with a single strong energy, Oricorio only takes 30 damage, dealing 60+ in return. As well as this it only yields one prize enabling you to play a 7 prize game.

Conclusion

I certainly prefer the Oricorio option to mimic Sudowodo – better energy requirements and Oricorio pulls double duty against the mirror march. It’s going to be an include for my Superfly deck going forward. My only dilemma now is – Multi-Switch or Energy Switch?-I’d love to hear your thoughts for each (or neither!)